#version 460

in vec3 TexCoord;
layout (location = 0) out vec4 FragColor;
uniform vec4 InnerColor;
uniform vec4 OuterColor;
uniform float RadiusInner;
uniform float RadiusOuter;

void main() {
    float dx = TexCoord.x - 0.5;
    float dy = TexCoord.y - 0.5;
    float dist = sqrt(dx * dx + dy * dy);
    float factor = smoothstep(RadiusInner, RadiusOuter, dist);
    FragColor = mix(InnerColor,OuterColor, factor);
}
